Hello! This is just a small patch that added a power bar to the left when doing dungeons. You should see patch 1.32 from the menu screen. Depending on what class you have chosen the power bar will affect your dungeon run differently, the general tutorial section has been updated to reflect this new change. Thanks for trying it out!
I'm sorry to hear you had to delete your original save :-( Thanks for testing the patch everyone, I'm pushing it out right now to be reviewed by apple!
Glad too see the update is out now. I like that it's nothing to complicated. Keeps the game simple and clean. I defiantly still highly recommend this game to anyone who's missed out.
What exactly the power bar doing ? i'm playing damage dealer and see nothing even if when i click maximum the bar
If you click on the ? mark box in the top right corner it brings up a menu. The general tab in that menu explains the new powe bar. Damage Dealer : direct damage to boss. Healer: Instant heal to friendly target. Tank: Small self heal, and slight direct damage. I play as a damage dealer also, and I agree it's not a substantial amount. The game was beatable without it though, so it's not necessary either way.
Just to say I'm really enjoying this. The new power bar may not have a huge effect, but makes the game more engaging. Really reminds me of my mmo guild days, and the npc names are often pretty funny. Suits short bursts of play as I'm out and about. Recommended.
Hello! The power bar counts as an extra independent hit/heal. So your character can squeeze in an extra hit/heal if you hit the max level. This single hit can take around 2-4% of the bosses health depending on the situation. Sorry for replying so late, I'm busy trying to achieve the same amount of interest as on android. I'm not very experienced in iOS marketing so I'll try my best! - Martin
Looks like a game I might enjoy. The comments that it is optimised for an iPhone concern me though. Someone posted that it looked okay on an iPad Pro 9.7 but I have the 12.9 model. Has anyone tried it on the big iPad Pro yet? edit: Anyone?
It's not clear if buying thingsthe table, flowers, chandelierimproge your reputation or make legendaries more likely to join you. What exactly is the benefit? It seems like leveling up a character to get a bonus is a random eventor does it increase for a character the more they raid? I'm enjoying this, I think there's just a little drag in he sense of progression. Having experience points would help. Being able to increase the guild size.might help too. I see as I am getting to 8 and 10 member raids that I'm running out of players with skills over 5 because of attendance. I just think it could use another way to still be deloping something when you are mostly grinding. Legendary artifacts? Crafting? Potion upgrade? The tournament is cool but I'm.not sure what the rewards are because I died on the second match. Has anyone found the first skill particularly useful? I use the doubler mostly on defense when players are low on health. The offensive ones end up killing players. I guess you have to save those for the end of the battle?
Hello! Buying cosmetics from the shop are visuals only. No mechanics are involved with them. Leveling characters happen randomly or through questing. Perhaps an achievement which would unlock a higher guild size would fix the issue? I use the doubler on aggressive when my tanks are down or I combine it with some mastery skills for nice burst of damage. I'm definitely implementing crafting legendary weapons in the future with special abilities, which the player can use. Thanks for playing!
Cool! Playing it some more, I appreciate how the legendary perks make order placement meaningful. Some other things occurred to me as far as progression. I only see boss hit pointsnot their strength or how much damage they are doing. Same with my guys. Maybe it would be just another way to reflect gear level and skill, I don't know what numbers are actually being crunched, but seeing how much damage a character is doing when they crit or something would make combat more interesting and make me feel more like rooting them on, which I think is part of the appealits your guild, right? Maybe having some of that in the dialogue box, or being able to tap on the boss and get more vitals. Because percentages are always the same, you don't get that same sense of progression. Imagine an rpg where as you strengthen, so does enemies armor so you're always doing 5 damage! The leaders special boost skill doesn't work in tournementsmaybe that's intentional though. You also can't quest with your leader, which is a shame because he/she will eventually be surrounded by skill 10 players and still be at 8 or whatever. Is the tournament prize a legendary character? I've only beat it once. I have no idea how the tournament scales because I don't see the gear level of my opponents or anything, so I have also very little feeling of accomplishment. It seems odd to have gold used only for something cosmetic and nothing else. Maybe you spend gold on advertising and it temporarily boosts your rep. Or you pay to boost the likelihood of a bonus, like paying at shrines. I think there's a lot of potential here, hope this is useful feedback and appreciate you being on the forum.
OhforgotRegarding guild size, it seems to me that legendaries don't count in the guild limit, so if that's the case I think that takes care of it.
Hello there, I can see what you mean with the numbers being shown. In the alpha version of the game I tried it out, but later since there was so many things flying around the screen I decided to disable it until now you brought it up again. I will try enabling it again and test it around more. Tournament prize is a legendary character as you guessed, legendary characters don't take guild slots by the way. Thank you so much for the feedback! Oh and an update on what's going on: For some reason while having great reviews, the game isn't grabbing the attention of popular review sites nor are they responding to my promo emails. This is unfortunate because instead of working on new patches, which I would love to do, I'm forced to keep marketing until I can at least afford a coffee or two. Any kind of help is appreciated if possible since I'm not very experienced in this field.
Dev: I've already left a review on the app store and it looks like a few more have. Maybe some lurkers can get in there. About the damage, I can see what you mean about the clutter. Having a visual of the bosses hitpoints to go with the % bar would help get a sense of damage, especially when you change battle mode and use mastery abilities. The other thing that would be cool to have numbers on are perks. Are healers more likely to heal someone next to them if two people are injured, or is it random? This would make positioning more strategic. Also, more perks. Most effective adjacent charactershaving weaker or less activated skills that effect everyone would be an option. Also, more.buffs and debugging abilities. I wish there was a way to debug that death spell. Argh! Damage or HP indicators could also be something to turn off or on. The thing about gear level and skill level is we don't see how they translate into damage/HP/damage reduction...I don't even know if characters can miss or hit harder. I am guessing that the 3 stats and gear level are used for a few outcomes, so just showing us a little more of that in the stats screen might be meaningful for that sense of progression. Lol. Maybe I'm not the target market here.
Thanks for the support! Healers heal the player with the lowest health, they also prioritize tanks first. I tried to make healing more interesting with the legendary healer characters that are in the game, however you are right there could be more specialties any ordinary healer could do! What do you mean with debugging abilities? You wish to see the numbers deep within to calculate things? Characters have a 100% chance to always hit boss. In the beginning they had a chance to miss, but later testers complained that it was very annoying when they got unlucky, so i removed it for now. You are definitely right tho, there has been already suggestions on making the game show its core numbers more, in a spreadsheet kind of way.
Hey, been a while but checked the forum out because I saw the update. About debugging, I think I meant to say debuff or prevent the death spell. I remember a healer can bring someone back but if it kills your healer...maybe healers could have a special immunity, they just get their hp reduced. The instant death spellor maybe a chance to block it if you tap somewhere? It's a drag when you know it's coming and you can't really do anything, especially if it hits your healer.